Here is the list of special enchantments that can be added to magic weapons and armour. Enchantments
are defined first by their cost in enchantment points, from one point to five points. To add a new enchantment,
forge a new weapon or armour, or recharge a magic wand, you first need to find a friendly non-player character
with the class Druid, Cleric, Sorcerer, Wizard, Warlock or Psychic Healer.

As well as the gold and experience-point cost, adding an enchantment requires the expenditure
of a magic diamond which the party must be holding.
The diamond's type depends on the enchantment's cost. For a +1 enchantment, you need a single Air Diamond.
For a +2 enchantment, you need a single Water Diamond. For a +3 enchantmnet, you need a single Earth Diamond.
For a +4 enchantment, you need a single Fire Diamond. For a +5 enchantment, you need a single Star Diamond.
Armour enchantments cost as much as weapon enchantments in terms of diamonds, gold and experience points.

Recharging a wand requires the expenditure of one or two magic diamonds, depending on the level of the
spell associated with the wand. For a spell of level 1, you need a single Air Diamond. For a spell
of level 2, you need a single Water Diamond. For a spell of level 3, you need a single Earth Diamond.
For a spell of level 4, you need a single Fire Diamond. For a spell of level 5, you need a single Star Diamond.
For a spell of level 6, you need one Star Diamond and one Air Diamond. For a spell of level 7, you need
one Star Diamond and one Water Diamond. For a spell of level 8, you need one Star Diamond and one Earth Diamond.
For a spell of level 9, you need one Star Diamond and one Fire Diamond.

Forging a new weapon or armour usually requires an ingot. For leather and hide armour, you do not need
any ingot. For an item made with standard materials, you need a single steel ingot. For an item made in
adamantine, you need a single adamantine ingot. For an item made in eternium, you need a single eternium ingot.
For an item made in crystal, you need a single crystal ingot. For an item made in silver, you need a single
silver ingot. For an item made in cold iron, you need a single cold iron ingot.

Draining, price 5: Upon hitting, the victim must succeed on a Fortitude saving throw of DC 20 or receive one permanent negative level. The effect is cumulative.

Drinker, price 5: On a successful hit, the wielder gains 1d6 temporary HP that are drained from the target. Only for slashing melee weapons.

Disrupting, price 5: Upon hitting, the targetís AC is reduced by one point (to a minimum of zero) until the end of combat. No save.

Coup De Grace, price 5: Whenever you deal a critical hit, the victim must succeed on a Willpower saving throw of DC 22 or be paralysed (held) for 1d4 rounds. The victim gets a new saving throw each round.

Force, price 4: Whenever you deal a critical hit, you deal a number of points of force damage equal to four times the weaponís basic damage (e.g. 4d8 for a longsword).

Vorpal, price 4: Only for slashing melee weapons. Whenever you deal a critical hit, the base damage increases by a number of points equal to 10 times the weapon's critical multiplier (e.g. 20 for a longsword).

Brilliant Energy, price 4: Not for ranged weapons. Your weapon ignores all armour and shield AC bonuses, and you can still damage the undead and constructs.

Blinding, price 4: Upon hitting, forces a Willpower saving throw of DC 18. Failing it means the creature is blinded for 1d6 rounds.

Skewer, price 4: You trigger a critical hit whenever the attack roll exceeds the targetís AC by five or more. You still need to confirm the critical.

Weakening, price 4: Upon hitting, reduces the target's Strength by one point (up to an ability score of one). The effect is cumulative.
This is an ability drain which can be removed with a few spells, including Greater Restoration.

Hindering, price 4: Upon hitting, reduces the target's Dexterity by one point (up to an ability score of one). The effect is cumulative.
This is an ability drain which can be removed with a few spells, including Greater Restoration.

Negation, price 4: Upon hitting, reduces the target's Damage Reduction by one point for a single round. The effect is cumulative.

Stunning, price 3: Only for bludgeoning weapons. Whenever you deal a critical hit, the victim must succeed on a Fortitude saving throw of DC 18 or be stunned for 1d2 rounds.

Tripping, price 3: Upon hitting, forces a Reflex saving throw of DC 16. Failing it means the creature is prone.

Swift, price 3: Provides one extra attack at the full BAB. The extra attack is with the weapon that has the Swift enchantment. You must use the full-attack action to benefit from this. The effect stacks with Haste.

Life Stealing, price 3: Only for slashing melee weapons. Upon dealing a critical hit, your weapon bestows a negative level on the victim and provides 1d6 temporary Hit Points to the wielder. Weapons with a critical multiplier higher than two bestow additional negative levels and provide more temporary Hit Points. The effect is cumulative.

Wounding, price 3: Upon hitting, reduces the targetís Constitution by one point. This is an ability damage which can be removed with spells like Lesser Restoration.

Slowing, price 3: Upon hitting, forces a Willpower saving throw of DC 16. Failing it means the creature is slowed for 1d4 rounds.

Dispelling, price 3: Upon hitting, casts Greater Dispel on the magic effect of highest caster level existing on the target. The wielder's character level is used for this check.

Knockback, price 2: Only for ranged weapons. Upon hitting, the victim must succeed on a Strength check of DC 14 or
be pushed back along the projectile's trajectory by one square. The creature is only pushed back if the target square is empty.

Giant Sized, price 2: The weapon deals base damage as if it was one category larger, without penalty to the wielder.
For example, a Giant Sized Greatsword would deal 3d6 points of base damage, rather than 2d6.

Valorous, price 2: Your weaponís base damage is doubled on a successful attack conducted as part of a charge. For example, a longsword would deal an extra 1d8 points of damage. Only for melee weapons.

Disarming, price 2: Upon hitting, forces a Reflex saving throw of DC 14. Failing it means the creature is disarmed.

Phasing, price 2: Your weapon ignores six points of Damage Reduction.

Snaring, price 2: Only for ranged weapons. Target must succeed on a Reflex save of DC 14 or become entangled and stuck for 1d4 rounds, or until it breaks free (Strength check DC 16).

Holy, price 2: Can't combine with unholy. Your weapon becomes good-aligned and it deals 2d6 holy damage to evil creatures. When they attack with a holy weapon, characters of Good alignment also receive a +1 aligned bonus to damage rolls versus evil creatures. Aligned bonuses do not stack with each other.

Unholy, price 2: Can't combine with holy. Your weapon becomes evil-aligned and it deals 2d6 unholy damage to good creatures. When they attack with an unholy weapon, characters of Evil alignment also receive a +1 aligned bonus to damage rolls versus good creatures. Aligned bonuses do not stack with each other.

Axiomatic, price 2: Can't combine with anarchic. Your weapon becomes lawful-aligned and it deals 2d6 axiomatic damage to chaotic creatures. When they attack with an axiomatic weapon, characters of Lawful alignment also receive a +1 aligned bonus to damage rolls versus chaotic creatures. Aligned bonuses do not stack with each other.

Anarchic, price 2: Can't combine with axiomatic. Your weapon becomes chaotic-aligned and it deals 2d6 anarchic damage to lawful creatures. When they attack with an anarchic weapon, characters of Chaotic alignment also receive a +1 aligned bonus to damage rolls versus lawful creatures. Aligned bonuses do not stack with each other.

Undead Destruction, price 2: Only for bludgeoning weapons. Upon hitting an undead creature, forces a Willpower save of DC 14 to avoid destruction.

Flaming Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 fire damage to the target and all adjacent creatures. Canít be combined with other elemental effects except Flaming and Flaming Burst.

Icy Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 cold damage to the target and all adjacent creatures. Canít be combined with other elemental effects except Frost and Icy Burst.

Shocking Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 electricity damage to the target and all adjacent creatures. Canít be combined with other elemental effects except Shocking and Shocking Burst.

Acidic Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 acid damage to the target and all adjacent creatures. Canít be combined with other elemental effects except Acidic and Acidic Burst.

Keen, price 1: Not for bludgeoning weapons. Your weaponís critical range is doubled. However, if the wielder has the feat Improved Critical, then the critical range is expanded by a single point only. For example, a rapier used by a character with Improved Critical would have a critical range of 14-20. Bows confer the attribute to their ammunition.

Aberration Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Animal Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Construct Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Dragon Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Elemental Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Giant Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Magical Beast Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Monstrous Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Ooze Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Outsider Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Undead Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Vicious, price 1: Not for bludgeoning weapons. On a successful hit, the enchantment causes the target to bleed (it loses 1 HP per round). The damage is cumulative. It cannot exceed 10 points per round.

Invulnerability, price 3: Only for armour. The wearer gains DR 5 / magic. Each point of enhancement of a weapon bypasses four points of DR / magic. For example, a +2 weapon would bypass eight points out of DR 10 / magic.